You could tell me I'm wrong about some of these, but then you'd be wrong. Here's a concise list of abilities/effects that do not need snare and should have that portion removed or modified. Let me know if I missed anything.
Biting Jabs / Puncturing Sweep - in case you didn't know, Templars have a football field sized snare called Sacred Ground.
Sun Fire (all morphs) - see above. Remove snare and increase damage a bit to compensate.
Summon Storm Atronach - this ultimate packs plenty of power and utility without the need for the permasnare. The extra "utility" you gain from abusing the targeting system is enough, the snare is way overkill.
Summon Unstable Familiar (and morphs) - these dumb pets apply the generic "hit from behind" auto-snare that NPC enemies apply. Stahp it.
Permafrost / Northern Storm - reduce from 70% to 30% snare. This ult is way overloaded - it deals mammoth damage and grants AoE Major Protection in addition to all its ancillary effects. AOE... Major Protection. AOE though.
Silver Leash - maybe change it to ONLY apply the snare if the enemy can't be pulled (aka CC immune). Silver Shards is fine.
Shrouded Daggers - it's fine if Flying Blade keeps the snare because it's single target. SD already deals really nice damage to 2 additional targets.
Bombard - the size and damage of the AOE very generous, and the root is incredibly powerful and sometimes abusive in battlegrounds. If players want the snare they can pick Acid Spray.
Razor Caltrops - the 3-second 70% snare needs to get the heck out. The 30% perma-snare is plenty.
Winterborn - the snare is downright nasty. Remove the snare and allow the proc to ignore 20% of enemy spell resistance. It is a very spikey spike after all.
Let's restore some sanity to battlegrounds and let us have a tiny bit more room to breath and fight normally without feeling like we're constantly stuck in waist-deep mud.
zParallaxz wrote: »You could tell me I'm wrong about some of these, but then you'd be wrong. Here's a concise list of abilities/effects that do not need snare and should have that portion removed or modified. Let me know if I missed anything.
Biting Jabs / Puncturing Sweep - in case you didn't know, Templars have a football field sized snare called Sacred Ground.
Sun Fire (all morphs) - see above. Remove snare and increase damage a bit to compensate.
Summon Storm Atronach - this ultimate packs plenty of power and utility without the need for the permasnare. The extra "utility" you gain from abusing the targeting system is enough, the snare is way overkill.
Summon Unstable Familiar (and morphs) - these dumb pets apply the generic "hit from behind" auto-snare that NPC enemies apply. Stahp it.
Permafrost / Northern Storm - reduce from 70% to 30% snare. This ult is way overloaded - it deals mammoth damage and grants AoE Major Protection in addition to all its ancillary effects. AOE... Major Protection. AOE though.
Silver Leash - maybe change it to ONLY apply the snare if the enemy can't be pulled (aka CC immune). Silver Shards is fine.
Shrouded Daggers - it's fine if Flying Blade keeps the snare because it's single target. SD already deals really nice damage to 2 additional targets.
Bombard - the size and damage of the AOE very generous, and the root is incredibly powerful and sometimes abusive in battlegrounds. If players want the snare they can pick Acid Spray.
Razor Caltrops - the 3-second 70% snare needs to get the heck out. The 30% perma-snare is plenty.
Winterborn - the snare is downright nasty. Remove the snare and allow the proc to ignore 20% of enemy spell resistance. It is a very spikey spike after all.
Let's restore some sanity to battlegrounds and let us have a tiny bit more room to breath and fight normally without feeling like we're constantly stuck in waist-deep mud.
I agree with everything u said but u forgot the snare from Assasins Will.
Every time someone gets killed by something in PVP, it needs a nerf.
Endgame is they just remotely delete the game from our hard drives.
Every time someone gets killed by something in PVP, it needs a nerf.
Endgame is they just remotely delete the game from our hard drives.
Snares don't necessarily kill you, they just make the entire experience unenjoyable. I like snares as a combat tactic but they are wayyyyy to prevalent, so much so that that are basically on you 100% in battlegrounds at least.
Snares don't necessarily kill you, they just make the entire experience unenjoyable. I like snares as a combat tactic but they are wayyyyy to prevalent, so much so that that are basically on you 100% in battlegrounds at least.
Every time someone gets killed by something in PVP, it needs a nerf.
Endgame is they just remotely delete the game from our hard drives.
Snares don't necessarily kill you, they just make the entire experience unenjoyable. I like snares as a combat tactic but they are wayyyyy to prevalent, so much so that that are basically on you 100% in battlegrounds at least.
All the bad things players try to do to opponents are annoying if you don't play around those things and try to counter them. That is, in essence, what's fun in a game like this. It's problem solving.
I've never had a problem with snares or immobilizations on a stam build because I don't rely on the counters. I use them when I need to, but I actively avoid getting snared in the first place. Even without vampirism on a magblade with 10k stam, I didn't have many problems with snares and immobilization because I avoided situations in which I'd be vulnerable and though I couldn't counter snares directly, I added mobility to my build which helped greatly.
So no, being snared isn't fun. Being CC'd isn't fun. Beging ganked isn't fun. Et cetera. But learning out to avoid, counter or mitigate those things is fun.
Yeah, I don't ever play Battlegrounds, so the only concept I have of its gameplay is the odd time I might watch a stream.Everything you say here makes perfect sense if you are only talking about Cyrodiil. Battlegrounds however are an entirely different monster that negates the entire argument.
Yeah, I don't ever play Battlegrounds, so the only concept I have of its gameplay is the odd time I might watch a stream.Everything you say here makes perfect sense if you are only talking about Cyrodiil. Battlegrounds however are an entirely different monster that negates the entire argument.
Maybe ZOS can implement a BG-specific version of Battlespirit to smooth out some of the differences.
MartiniDaniels wrote: »Get away your hands from bombard, it's only and last resort of aoe immobilization for templar and NB tanks now.
Colecovision wrote: »Remove snares from catrops? Sure, but also no stabbing with swords or blocking with shields. Then let's remove the resistance from armor and magic from staves.
From Wikipedia: The modern name "caltrop" is derived from the Latin calcitrapa (foot-trap) Full link: https://en.wikipedia.org/wiki/Caltrop tldr: caltrops are metal spikes that are thrown on the ground to take down horses and chariots. You really don't want to step on these things.
It would make more sense to remove all snares from the game except for caltrops, than it would to remove them from caltrops.
Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
I'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Agreed, mostly, except I still think Bombard should keep the immobilize and Acid Spray keep the snare.Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
70% is way over the top considering the multiplicative function of snares. Jabs has plenty of synergy with stuns and external snares (like Sacred Ground). I would rather they put something else on the final hit, like a bleedI'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Caltrops has a 28+ meter range man. It's completely sensible to say that the 70% snare is way too much. This is in direct conflict with your above comment about ranged snares.
BlackMadara wrote: »Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Agreed, mostly, except I still think Bombard should keep the immobilize and Acid Spray keep the snare.Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
70% is way over the top considering the multiplicative function of snares. Jabs has plenty of synergy with stuns and external snares (like Sacred Ground). I would rather they put something else on the final hit, like a bleedI'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Caltrops has a 28+ meter range man. It's completely sensible to say that the 70% snare is way too much. This is in direct conflict with your above comment about ranged snares.
That 70% is only for the first 3 seconds. Keeping a high uptime of that 70% snare is extremely expensive. That high range also comes with high expense and low damage. Almost all of caltrops budget is in its utility. Caltrops is one of the most balanced utility skills in this game.
BlackMadara wrote: »Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Agreed, mostly, except I still think Bombard should keep the immobilize and Acid Spray keep the snare.Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
70% is way over the top considering the multiplicative function of snares. Jabs has plenty of synergy with stuns and external snares (like Sacred Ground). I would rather they put something else on the final hit, like a bleedI'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Caltrops has a 28+ meter range man. It's completely sensible to say that the 70% snare is way too much. This is in direct conflict with your above comment about ranged snares.
That 70% is only for the first 3 seconds. Keeping a high uptime of that 70% snare is extremely expensive. That high range also comes with high expense and low damage. Almost all of caltrops budget is in its utility. Caltrops is one of the most balanced utility skills in this game.
Oh really, is that why it's a primary PvE DPS skill for 90%+ of stamina builds? Tell me more about how it's low damage and extremely expensive.
BlackMadara wrote: »Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Agreed, mostly, except I still think Bombard should keep the immobilize and Acid Spray keep the snare.Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
70% is way over the top considering the multiplicative function of snares. Jabs has plenty of synergy with stuns and external snares (like Sacred Ground). I would rather they put something else on the final hit, like a bleedI'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Caltrops has a 28+ meter range man. It's completely sensible to say that the 70% snare is way too much. This is in direct conflict with your above comment about ranged snares.
That 70% is only for the first 3 seconds. Keeping a high uptime of that 70% snare is extremely expensive. That high range also comes with high expense and low damage. Almost all of caltrops budget is in its utility. Caltrops is one of the most balanced utility skills in this game.
Oh really, is that why it's a primary PvE DPS skill for 90%+ of stamina builds? Tell me more about how it's low damage and extremely expensive.
So because you don’t know “how to win” in pvp, 90% of people must have their fun nerfed.
BlackMadara wrote: »Agreed with Vamp Bane, Daggers, and Bombard. Nothing ranged should apply a snare. If you already have the range advantage over an opponent (extremely valuable in the current ground AoE+snare meta), then you don't need any further advantages in the form of countermobility.
Agreed, mostly, except I still think Bombard should keep the immobilize and Acid Spray keep the snare.Nay to stam Jabs nerf. It has enough targeting issues even with the snare attached, and is perfectly reasonable given the risk v. reward trade-off inherent to a melee, channeled skill.
70% is way over the top considering the multiplicative function of snares. Jabs has plenty of synergy with stuns and external snares (like Sacred Ground). I would rather they put something else on the final hit, like a bleedI'm ambivalent about Trops, so I won't pass judgement. I will however point-out that it's not sensible to be anti-Trops while simultaneously failing to mention Frost Wall of Elements. The latter has a larger AoE, double the persistent snare, higher damage ticks, and applies an extremely high uptime of minor main + immobilize, among the strongest non-ult debuffs. It objectively outperforms Trops in every relevant regard.
Caltrops has a 28+ meter range man. It's completely sensible to say that the 70% snare is way too much. This is in direct conflict with your above comment about ranged snares.
That 70% is only for the first 3 seconds. Keeping a high uptime of that 70% snare is extremely expensive. That high range also comes with high expense and low damage. Almost all of caltrops budget is in its utility. Caltrops is one of the most balanced utility skills in this game.
Oh really, is that why it's a primary PvE DPS skill for 90%+ of stamina builds? Tell me more about how it's low damage and extremely expensive.
Every time someone gets killed by something in PVP, it needs a nerf.
Endgame is they just remotely delete the game from our hard drives.